Multi-Device Gaming Interface

ABSTRACT

An electronic device may be configured to present a user interface via which a user can select from a plurality of commands associated with a particular video game, wherein the video game runs on a game console separate from the electronic device. In response to a selection of one of the plurality of commands, the electronic device may transmit the selected one of the plurality of commands to a user interface device. The selected command may cause said user interface device to transmit a corresponding one or more simulated user inputs to the game console. The selection of the command may occur automatically in response to detection, by audio processing circuitry, of an occurrence of the particular audio clip in an audio signal output by the game console.

CLAIM OF PRIORITY

This application claims the benefit of priority to U.S. provisionalpatent application 61/878,728 titled “Multi-Device Gaming Interface,” ishereby incorporated herein by reference.

INCORPORATION BY REFERENCE

U.S. patent application Ser. No. 13/040,144 titled “Gaming Headset withProgrammable Audio” and published as US2012/0014553, is herebyincorporated herein by reference.

TECHNICAL FIELD

Aspects of the present application relate to electronic gaming. Morespecifically, to methods and systems for a multi-device gaminginterface.

BACKGROUND

Limitations and disadvantages of conventional approaches to gaminginterfaces will become apparent to one of skill in the art, throughcomparison of such approaches with some aspects of the present methodand system set forth in the remainder of this disclosure with referenceto the drawings.

BRIEF SUMMARY

Methods and systems are provided for a multi-device gaming interface,substantially as illustrated by and/or described in connection with atleast one of the figures, as set forth more completely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts an example gaming console.

FIG. 1B depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 2A and 2B depict two views of an example implementation of agaming headset.

FIG. 2C depicts a block diagram of the example headset of FIGS. 2A and2B.

FIG. 3A depicts two views of an example implementation of an audiobasestation.

FIG. 3B depicts a block diagram of the audio basestation 400.

FIG. 4 depicts a block diagram of an example multi-purpose device.

FIG. 5 is a flowchart illustrating an example process for setting up amulti-purpose device for use with a GPN.

FIG. 6 is a flowchart illustrating an example process for controllinggameplay on the console via a GPN.

FIG. 7 is a flowchart illustrating an example process for configuringperipherals of a GPN.

FIG. 8 is a flowchart illustrating an example process for automated,audio-triggered actions in a gaming system.

DETAILED DESCRIPTION

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. As another example,“x, y, and/or z” means any element of the seven-element set {(x), (y),(z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms“e.g.,” and “for example” set off lists of one or more non-limitingexamples, instances, or illustrations. As utilized herein, circuitry is“operable” to perform a function whenever the circuitry comprises thenecessary hardware and code (if any is necessary) to perform thefunction, regardless of whether performance of the function is disabled,or not enabled, by some user-configurable setting.

Referring to FIG. 1A, there is shown game console 176 which may be, forexample, a Windows computing device, a Unix computing device, a Linuxcomputing device, an Apple OSX computing device, an Apple iOS computingdevice, an Android computing device, a Microsoft Xbox, a SonyPlaystation, a Nintendo Wii, or the like. The example game console 176comprises a video interface 124, radio 126, data interface 128, networkinterface 130, video interface 132, audio interface 134, southbridge150, main system on chip (SoC) 148, memory 162, optical drive 172, andstorage device 174. The SoC 148 comprises central processing unit (CPU)154, graphics processing unit (GPU) 156, audio processing unit (APU)158, cache memory 164, and memory management unit (MMU) 166. The variouscomponents of the game console 176 are communicatively coupled throughvarious busses/links 136, 128, 142, 14, 146, 152, 160, 169, and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150receives audio and/or video from an external source via link 112 (e.g.,HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168 (e.g.,SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory, or thelike) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audio and/orvideo is output to the SoC 148 via link 136 (e.g., CEA-861-E compliantvideo and IEC 61937 compliant audio). The southbridge 150 exchanges datawith radio 126 via link 138 (e.g., USB), with external devices via link140 (e.g., USB), with the storage 174 via the link 170, and with the SoC148 via the link 152 (e.g., PCIe).

The radio 126 comprises circuitry operable to communicate in accordancewith one or more wireless standards such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like.

The network interface 130 comprises circuitry operable to communicate inaccordance with one or more wired standards and to convert between wiredstandards. For example, the network interface 130 may communicate withthe SoC 148 via link 142 using a first standard (e.g., PCIe) and maycommunicate with the network 106 using a second standard (e.g., gigabitEthernet).

The video interface 132 comprises circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 comprises circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 comprises circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 comprises circuitry operable toperform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 comprises circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, resampling, analog-to-digital conversion,digital-to-analog conversion, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 5, 7, or more channels for surroundsound) audio signals. The APU 158 comprises memory (e.g., volatileand/or non-volatile memory) 159 which stores parameter settings affectprocessing of audio by the APU 158. For example, the parameter settingsmay include a first audio gain/volume setting that determines, at leastin part, a volume of game audio output by the console 176 and a secondaudio gain/volume setting that determines, at least in part, a volume ofchat audio output by the console 176. The parameter settings may bemodified via a graphical user interface (GUI) of the console and/or viaan application programming interface (API) provided by the console 176.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 comprisesadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may be, for example, agame controller (e.g., comprising one or more joysticks 107, directionalpads 103, buttons 105 and/or the like), a keyboard, a motionsensor/position tracker, or the like. The user interface device 102communicates with the game console 176 wirelessly via link 114 (e.g.,Wi-Fi Direct, Bluetooth, and/or the like). The user interface device 102communicates with the game console 176 via the wired link 140 (e.g., USBor the like).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may comprise, for example, a headset, acombination of headset and audio basestation, or a set of speakers andaccompanying audio processing circuitry. The game console 176 sendsaudio to the audio subsystem 110 via link(s) 122 (e.g., S/PDIF fordigital audio or “line out” for analog audio). Additional details of anexample audio subsystem 110 are described below.

Referring to FIG. 1B, again shown is the console 176 connected to aplurality of peripheral devices and a network 106. The exampleperipheral devices shown include a monitor 108, an user interface device102, a headset 200, an audio basestation 300, and a multi-purpose device180.

The monitor 108 and user interface device 102 are as described above. Anexample implementation of the headset 200 is described below withreference to FIGS. 2A-2C. An example implementation of the audiobasestation is as described below with reference to FIGS. 3A-3B.

The multi-purpose device 180 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like, that runs an operatingsystem such as Android, Linux, Windows, iOS, OSX, or the like. Anexample implementation of the multi-purpose device 180 is describedbelow with reference to FIG. 4. Hardware (e.g., a network adaptor) andsoftware (i.e., the operating system and one or more applications loadedonto the device 180) may configure the device 180 for operating as partof the GPN 190. For example, an application running on the device 180may cause display of a graphical user interface via which a user canaccess gaming-related data, commands, functions, parameter settings,etc. and via which the user can interact with the console 176 and theother devices of the GPN 190 to enhance his/her gaming experience.Examples of such interactions between the device 180 and the otherdevices of the GPN 190 are described below with reference to FIGS. 5-9.

The peripheral devices 102, 108, 180, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the tablet 180 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thetablet 180 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the tablet 180 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are not exclusive, and anynumber and/or types of links among the devices of the GPN 190 ispossible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 180 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signaturesof particular audio clips (e.g., individual sounds or collections orsequences of sounds) that are part of the game audio of particulargames, of particular levels/scenarios of particular games, particularcharacters of particular games, etc. In an example implementation, thedatabase 182 may comprise a plurality of records 183, where each record183 comprises an audio clip (or signature of the clip) 184, adescription of the clip 184 (e.g., the game it is from, when it occursin the game, etc.), one or more gaming commands 186 associated with theclip, one or more parameter settings 187 associated with the clip,and/or other data associated with the audio clip. Records 183 of thedatabase 182 may be downloadable to, or accessed in real-time by, one ofmore devices of the GPN 190. Example use of data in the database 182 isdescribed below with reference to FIG. 9.

Referring to FIGS. 2A and 2B, there is shown two views of an exampleheadset 200 that receives audio output by a gaming console, such as theconsole 176, processes the audio, and presents the audio to a listener.The headset 200 comprises a headband 202, a microphone boom 206 withmicrophone 204, ear cups 208 a and 208 b which surround speakers 216 aand 216 b, connector 210, connector 214, and user controls 212.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset.

The speakers 216 a and 216 b convert electrical signals to soundwaves.

The user controls 212 comprise dedicated and/or programmable buttons,switches, sliders, wheels, etc. for performing various functions.Example functions which the controls 212 may be configured to performinclude: power the headset 200 on/off, mute/unmute the microphone 204,control gain/volume of, and/or effects applied to, chat audio by theaudio processing circuitry of the headset 200, control gain/volume of,and/or effects applied to, game audio by the audio processing circuitryof the headset 200, enable/disable/initiate pairing (e.g., viaBluetooth, Wi-Fi direct, or the like) with another computing device,and/or the like.

The connector 214 may be, for example, a USB port. The connector 214 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 214 maybe used for communicating with another computing device such as asmartphone, tablet compute, laptop computer, or the like.

FIG. 2C depicts a block diagram of the example headset 200. In additionto the connector 210, user controls 212, connector 214, microphone 204,and speakers 216 a and 216 b already discussed, shown are a radio 220, aCPU 222, a storage device 224, a memory 226, and an audio processingcircuit 230.

The radio 220 comprises circuitry operable to communicate in accordancewith one or more standardized (such as, for example, the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like)and/or proprietary wireless protocol(s) (e.g., a proprietary protocolfor receiving audio from an audio basestation such as the basestation300).

The CPU 222 comprises circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 224 comprises, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 222and/or the audio processing circuitry 230. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 212. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 230. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 230. As another example, one or more parametersettings may determine, at least in part, whether and which soundeffects are added to audio signals in the audio processing circuitry 230(e.g., which effects to add to microphone audio to morph the user'svoice). Example parameter settings which affect audio processing aredescribed in the above incorporated co-pending U.S. patent applicationSer. No. 13/040,144. Particular parameter settings may be selectedautonomously by the headset 200 in accordance with one or morealgorithms, based on user input (e.g., via controls 212), and/or basedon input received via one or more of the connectors 210 and 214.

The memory 226 comprises volatile memory used by the CPU 230 and/oraudio processing circuit 230 as program memory, for storing runtimedata, etc.

The audio processing circuit 230 comprises circuitry operable to performaudio processing functions such as volume/gain control, compression,decompression, resampling, analog-to-digital conversion,digital-to-analog conversion, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 230 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 216 a and 216 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 210 and/or radio 220.

FIG. 3A depicts two views of an example implementation of the audiobasestation 300. The basestation 300 comprises status indicators 302,user controls 310, power port 324, and audio connectors 314, 316, 318,and 320.

The audio connectors 314 and 316 comprise digital audio in and digitalaudio out (e.g., S/PDIF) connectors, respectively. The audio connectors318 and 320 comprise a left “line in” and a right “line in” connector,respectively. The controls 310 comprise, for example, a power button, abutton for enabling/disabling virtual surround sound, a button foradjusting the perceived angles of the speakers when the virtual surroundsound is enabled, and a dial for controlling a volume/gain of the audioreceived via the “line in” connectors 318 and 320. The status indicators302 indicate, for example, whether the audio basestation 300 is poweredon, whether audio data is being received by the basestation 300 viaconnectors 314, and/or what type of audio data (e.g., Dolby Digital) isbeing received by the basestation 300.

FIG. 3B depicts a block diagram of the audio basestation 300. Inaddition to the user controls 310, indicators 302, and connectors 314,316, 318, and 320 described above, the block diagram additionally showsa CPU 322, a storage device 324, a memory 326, a radio 320, an audioprocessing circuit 330, and a radio 332.

The radio 320 comprises circuitry operable to communicate in accordancewith one or more standardized (such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like) and/orproprietary (e.g., proprietary protocol for receiving audio protocolsfor receiving audio from a console such as the console 176.) wirelessprotocols.

The radio 332 comprises circuitry operable to communicate in accordancewith one or more standardized (such as, for example, the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like)and/or proprietary wireless protocol(s) (e.g., a proprietary protocolfor transmitting audio to headphones 200).

The CPU 322 comprises circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the audio basestation300. Such instructions may be part of an operating system or statemachine of the audio basestation 300 and/or part of one or more softwareapplications running on the audio basestation 300. In someimplementations, the CPU 322 may be, for example, a programmableinterrupt controller, a state machine, or the like.

The storage 324 comprises, for example, FLASH or other nonvolatilememory for storing data which may be used by the CPU 322 and/or theaudio processing circuitry 330. Such data may include, for example,parameter settings that affect processing of audio signals in thebasestation 300. For example, one or more parameter settings maydetermine, at least in part, a gain of one or gain elements of the audioprocessing circuitry 330. As another example, one or more parametersettings may determine, at least in part, a frequency response of one ormore filters that operate on audio signals in the audio processingcircuitry 330. As another example, one or more parameter settings maydetermine, at least in part, whether and which sound effects are addedto audio signals in the audio processing circuitry 330 (e.g., whicheffects to add to microphone audio to morph the user's voice). Exampleparameter settings which affect audio processing are described inabove-incorporated U.S. patent application Ser. No. 13/040,144 titled“Gaming Headset with Programmable Audio” and published asUS2012/0014553. Particular parameter settings may be selectedautonomously by the basestation 300 in accordance with one or morealgorithms, based on user input (e.g., via controls 310), and/or basedon input received via one or more of the connectors 314, 316, 318, and320.

The memory 326 comprises volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 comprises circuitry operable to performaudio processing functions such as volume/gain control, compression,decompression, resampling, analog-to-digital conversion,digital-to-analog conversion, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 330 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game and/or chat audio signals that are subsequently output to adevice (e.g., headset 200) in communication with the basestation 300.Additionally, or alternatively, the processing may be performed on amicrophone audio signal that is subsequently output to a device (e.g.,console 176) in communication with the basestation 300.

FIG. 4 depicts a block diagram of an example multi-purpose device 180.The example multi-purpose device 180 comprises an application processor402, memory subsystem 404, a cellular/GPS networking subsystem 406,sensors 408, power management subsystem 410, LAN subsystem 412, busadaptor 414, user interface subsystem 416, and audio processor 418.

The application processor 402 comprises circuitry operable to executeinstructions for controlling/coordinating the overall operation of themulti-purpose device 180 as well as graphics processing functions of themulti-purpose device 402. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The memory subsystem 404 comprises volatile memory for storing runtimedata, nonvolatile memory for mass storage and long-term storage, and/ora memory controller which controls reads and writes to memory.

The cellular/GPS networking subsystem 406 comprises circuitry operableto perform baseband processing and analog/RF processing for transmissionand reception of cellular and GPS signals.

The sensors 408 comprise, for example, a camera, a gyroscope, anaccelerometer, a biometric sensor, and/or the like.

The power management subsystem 410 comprises circuitry operable tomanage distribution of power among the various components of themulti-purpose device 180.

The LAN subsystem 412 comprises circuitry operable to perform basebandprocessing and analog/RF processing for transmission and reception ofcellular and GPS signals.

The bus adaptor 414 comprises circuitry for interfacing one or moreinternal data busses of the multi-purpose device with an external bus(e.g., a Universal Serial Bus) for transferring data to/from themulti-purpose device via a wired connection.

The user interface subsystem 416 comprises circuitry operable to controland relay signals to/from a touchscreen, hard buttons, and/or otherinput devices of the multi-purpose device 180.

The audio processor 418 comprises circuitry operable to process (e.g.,digital to analog conversion, analog-to-digital conversion, compression,decompression, encryption, decryption, resampling, etc.) audio signals.The audio processor 418 may be operable to receive and/or output signalsvia a connector such as a 3.5 mm stereo and microphone connector.

FIG. 5 is a flowchart illustrating an exemplary process for setting up amulti-purpose device for use with a GPN. In block 502, a user installsan application onto the multi-purpose device 180 that adapts themulti-purpose device 180 for joining the GPN 190 and interacting withother game peripherals and/or the game console 176. In block 504, theuser of the multi-purpose device 180, using the installed GPN app,programs and/or downloads gaming-related data, commands, parametersettings, etc. for one or more specific games that the user intends toplay on the console 176. For example, via the installed GPN app, theuser may access the database 182 (FIG. 1B) and download one or morerecords 183 corresponding to the desired games to be played on theconsole 176. As another example, the user may, using a graphical userinterface of the GPN app, create or edit a command, or parametersetting, description, or other information that is to be associated withan audio clip in a database record. The created or edited databaserecord may be stored to local memory (e.g., memory of the subsystem 404)and/or uploaded to the database 182. In block 506, the user powers ongame console 176 and the peripheral devices of the GPN 190. In block508, one or more communication links among the peripheral devices of theGPN and one or more communication links between the GPN 190 and console176 are established. In block 510, the user opens the GPN application onthe device 180 and selects a game (e.g., “Game X”) from a list ofsupported games. For example, the user navigates one or more menus usinga touchscreen and/or voice commands to bring up a Game X screen whichcomprises one or more GUI elements that correspond to commands for GameX, parameter settings for Game X, audio clips for Game X, and/or otherdata/functions related to Game X.

FIG. 6 is a flowchart illustrating an example process for controllinggameplay on the console via a GPN. In block 602, which follows block 510of FIG. 5 in an example implementation, the user playing Game X on gameconsole 176 selects (e.g., using a GUI and/or voice commands) a desiredcommand in the GPN app running on the multi-purpose device. For example,Game X may be a “first person adventure” type game and the command maybe “run forward ten steps, duck for five seconds, then jump.” In block604, in response to the user selecting the command, the command istransmitted from the multi-purpose device 180 to the user interfacedevice 102. In block 606, the command is received at the user interfacedevice 102. In response to the command, the user interface devicegenerates simulated user input corresponding to the command andtransmits the simulated user input to the game console 176. For example,the user interface device generates the electrical signals thatcorrespond to a user interacting with the controls 103, 105, 107 to runforward ten steps, then duck for five seconds, and then jump. In block608, the simulated user input arrives at the console 176 and gameplay isaffected as if the user had manually performed the user input on theuser interface device 103. For example, in response to the receivedsimulated input, the on-screen character runs forward ten steps, ducksfor five seconds, and then jumps.

In another example implementation, the commands may be stored in theheadset 200 and may be transmitted to the user interface device 102 inresponse to a voice command or pressing one of the controls 112.

FIG. 7 is a flowchart illustrating an example process for configuringperipherals of a GPN. In block 702, which follows block 510 of FIG. 5 inan example implementation, the user selects (e.g., using a GUI and/orvoice commands) desired parameter settings in the GPN app running ondevice 180. The parameter settings may be for any one or moreperipherals of the GPN 190 and/or for the console 176. As an example,parameter settings for the headset 200 may be as described above. Asanother example, parameter settings for the user interface device 102may comprise joystick 107 sensitivity, directional pad 103 sensitivity,button 105 sensitivity, mapping of different functions to different onesof the controls 105, 107, and/or 103 (e.g., changing which button jumps,which joystick controls aiming, etc.), and/or the like. In block 704, inresponse to selection of parameter settings, the parameter settingsand/or a command to load/switch to those parameter settings istransmitted by the device 180 to the associated peripheral device(s). Inblock 702, the peripheral device(s) associated with the parametersettings receive the command(s) and, in response, store and/or switch tothe selected parameter settings

FIG. 8 is a flowchart illustrating an example process for automated,audio-triggered actions in a gaming system. In block 802, which followsblock 510 of FIG. 5 in an example implementation, game audio output bythe game console 176 during gameplay of Game X is monitored for theoccurrence of one or more of the specific audio clips associated withGame X in the database 182 and/or in local memory of the device that ismonitoring the game audio (e.g., the headset 200, the basestation 300,and/or another device of the GPN 190). In block 804, in response todetecting occurrence of one of the monitored-for audio clips, an actionby one or more of the peripheral devices is automatically triggered. Forexample, the occurrence of a clip may automatically cause selection of acommand as in block 602 of FIG. 6 and the blocks 604-608 may then becarried out. As another example, the occurrence of a clip mayautomatically cause selection of parameter settings as in block 702 ofFIG. 7 and the blocks 704-406 may then be carried out. As anotherexample, the occurrence of the clip may cause an audio alert to begenerated by the headset 200 and/or a visual alert to be generated onthe screen of the device 180.

An electronic device (e.g., device 180 or headset 200) may be configuredto present a user interface (e.g., GUI on device 180 or buttons on 212on headset 200) via which a user can select from a plurality of commandsassociated with a particular video game. The video game may run on agame console (e.g., console 176) that is separate from the electronicdevice. In response to a selection of one of the plurality of commands,the electronic device may transmit the selected one of the plurality ofcommands to a user interface device (e.g., device 102). The selectedcommand may cause the user interface device to transmit a correspondingone or more simulated user inputs to the game console. The selection ofthe command may occur automatically in response to detection, by audioprocessing circuitry (e.g., in the electronic device and/or in anotherdevice that communicates with the electronic device via a wired orwireless link), of an occurrence of the particular audio clip in anaudio signal output by the game console.

Parameter settings for a headset (either the electronic device itself,or a device coupled to the electronic device) may be associated, inmemory, with a particular audio clip from the video game. The electronicdevice may be configured to automatically send the parameter settings tothe headset in response to detection, by audio processing circuitry, ofan occurrence of the particular audio clip in an audio signal output bythe game console. The parameter settings may determine a manner in whichthe headset processes game audio received by the headset from the gameconsole. The parameter settings may determine a manner in which theheadset processes chat audio received by the headset from the gameconsole. The parameter settings may determine a manner in which theheadset processes microphone audio to be output by the headset to thegame console.

The transmitted selected one of the plurality of commands may be routedto the user interface device via a headset. A link traversed by thetransmitted selected one of the plurality of commands from theelectronic device to the headset may use a first communication protocol(e.g., Bluetooth), and a link traversed by the transmitted selected oneof the plurality of commands from the electronic device to the headsetmay use a second communication protocol (e.g., Wi-Fi Direct).

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A system comprising: an electronic deviceconfigured to: present a user interface via which a user can select froma plurality of commands associated with a particular video game, whereinthe video game runs on a game console separate from said electronicdevice; and in response to a selection of one of said plurality ofcommands, transmit said selected one of said plurality of commands to auser interface device, wherein: said selected one of said commandscauses said user interface device to transmit a corresponding one ormore simulated user inputs to said game console.
 2. The system of claim1, wherein said one of said plurality of commands is associated, inmemory, with a particular audio clip from said video game.
 3. The systemof claim 2, wherein said selection of said one of said plurality ofcommands occurs automatically in response to detection, by audioprocessing circuitry, of an occurrence of said particular audio clip inan audio signal output by said game console.
 4. The system of claim 1,wherein parameter settings for a headset communicatively coupled to saidelectronic device are associated, in memory, with a particular audioclip from said video game.
 5. The system of claim 4, wherein saidelectronic device is configured to automatically send said parametersettings to said headset in response to detection, by audio processingcircuitry, of an occurrence of said particular audio clip in an audiosignal output by said game console.
 6. The system of claim 4, whereinsaid parameter settings determine one or both of: a manner in which saidheadset processes game audio received by said headset from said gameconsole; and a manner in which said headset processes chat audioreceived by said headset from said game console.
 7. The system of claim4, wherein said parameter settings determine a manner in which saidheadset processes microphone audio to be output by said headset to saidgame console.
 8. The system of claim 1, wherein: said transmittedselected one of said plurality of commands is routed to said userinterface device via a headset; a link traversed by said transmittedselected one of said plurality of commands from said electronic deviceto said headset uses a first communication protocol; and a linktraversed by said transmitted selected one of said plurality of commandsfrom said electronic device to said headset uses a second communicationprotocol.
 9. The system of claim 1, wherein said user interface deviceis a game controller comprising a joystick and/or a directional pad. 10.The system of claim 1, wherein said electronic device is a headsetconfigured to receive audio signals output by said game console.
 11. Amethod comprising: in an electronic device of a gaming peripheralnetwork: presenting a user interface via which a user can select from aplurality of commands associated with a particular video game, whereinthe video game runs on a game console separate from said electronicdevice; and in response to a selection of one of said plurality ofcommands by a user of said electronic device, transmitting said selectedone of said plurality of commands to a user interface device, wherein:said selected one of said commands causes said user interface device totransmit a corresponding one or more simulated user inputs to said gameconsole.
 12. The method of claim 11, wherein said one of said pluralityof commands is associated, in memory, with a particular audio clip fromsaid video game.
 13. The method of claim 12, wherein said selection ofsaid one of said plurality of commands occurs automatically in responseto detection, by audio processing circuitry, of an occurrence of saidparticular audio clip in an audio signal output by said game console.14. The method of claim 11, wherein parameter settings for a headsetcommunicatively coupled to said electronic device are associated, inmemory, with a particular audio clip from said video game.
 15. Themethod of claim 14, comprising automatically sending said parametersettings to said headset in response to detection, by audio processingcircuitry, of an occurrence of said particular audio clip in an audiosignal output by said game console.
 16. The method of claim 14, whereinsaid parameter settings determine one or both of: a manner in which saidheadset processes game audio received by said headset from said gameconsole; and a manner in which said headset processes chat audioreceived by said headset from said game console.
 17. The method of claim14, wherein said parameter settings determine a manner in which saidheadset processes microphone audio to be output by said headset to saidgame console.
 18. The method of claim 11, wherein said user interfacedevice is a game controller comprising a joystick and/or a directionalpad.
 19. The method of claim 11, wherein said electronic device is aheadset configured to receive audio signals output by said game console.20. A headset comprising one or more speakers, a transmitter, a memory,and audio processing circuitry, wherein: said audio processing circuitryis operable to: process an audio signal received from a game console foroutput via said one or more speakers; detect, in said audio signal, anoccurrence of a particular video game audio clip; and in response tosaid detection, trigger a transmission, via said transmitter, of acommand associated in said memory with said particular video game audioclip, wherein said command instructs a user interface device to transmita corresponding one or more simulated user inputs to said game console.